TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
If I may make a suggestion:
If Titanfall is used with a form of the Source Engine, would it be possible to give them different colors for the Titans ala Team Fortress 2 Red and Blu?
[QUOTE=maddogsamurai;44230996]If I may make a suggestion:
If Titanfall is used with a form of the Source Engine, would it be possible to give them different colors for the Titans ala Team Fortress 2 Red and Blu?[/QUOTE]
I'd assume it would be possible with a bit of work, but it's most likely possible.
it'd be as simple as making different textures with the colors and adding a texturegroup to it to change between. so yes, if someone really wanted to its possible.
[QUOTE=krailyx;44230937]i've gotten the japanese, korean, and polish ones to open fine. are you having trouble opening them?[/QUOTE]
they most likely will not fail to be parsed(read) but extracting is a whole different story. The Japanese audio dubs seem to be corrupted on export I'm not sure about the others.
[QUOTE=krailyx;44231008]it'd be as simple as making different textures with the colors and adding a texturegroup to it to change between. so yes, if someone really wanted to its possible.[/QUOTE]
If the lights are the only thing you want to change, you could use white lights and stick to $selfillumtint for any color you want without needing photoshop or duplicate materials that take up extra space. It could also allow you to go back and easily add green, yellow, or any other colors you want or possibly even make it compatible for color-ability in-game. This is really only for Garry's Mod though. I have no idea what effects this would have in Source Filmmaker with $selfillum apparently being broken. If you want various non-illuminating parts of the model colored as well, skin groups are your only option excluding a redundant second model entirely.
[QUOTE=CaptainBigButt;44232249]If the lights are the only thing you want to change, you could use white lights and stick to $selfillumtint for any color you want without needing photoshop or duplicate materials that take up extra space. It could also allow you to go back and easily add green, yellow, or any other colors you want or possibly even make it compatible for color-ability in-game. This is really only for Garry's Mod though. I have no idea what effects this would have in Source Filmmaker with $selfillum apparently being broken. If you want various non-illuminating parts of the model colored as well, skin groups are your only option excluding a redundant second model entirely.[/QUOTE]
skin groups would be a safe option. i don't know too much about selfillum, since in sfm you can just jury rig some lights onto the models to get the desired effect.
[QUOTE=cra0kalo;44232240]they most likely will not fail to be parsed(read) but extracting is a whole different story. The Japanese audio dubs seem to be corrupted on export I'm not sure about the others.[/QUOTE]
ah i wasn't thinking about audio, my bad. i haven't tried exporting any audio from any .vpk's yet, only models and materials, so i don't know if/what problems would occur.
so, has anyone manage to rig a titan into a playermodel with the pov inside the chest? because if i think theres any hope of a gamemode it would need to be a playermodel and not a vehicle so that after a certain amount of kills they are respawn and drop as a titan.
there's gotta be a point to trying to imitate the game so much you might as well just buy the game
I just want the assets for SFM, especially the "headless" pilot model the game uses during the start of the round, titan mounting animations, etc.
[QUOTE=JoeSibilant;44237264]I just want the assets for SFM, especially the "headless" pilot model the game uses during the start of the round, titan mounting animations, etc.[/QUOTE]
Well it's really not just headless it's also backless and some of it's front body is missing a bit.
apparently the hands are not actually connected to the forearm, so when rotated they'll just 'pop' out of the sleeve. interesting.
[t]http://puu.sh/7wWCV.jpg[/t]
[t]http://puu.sh/7wWBb.jpg[/t]
also almost done with an IK rig but for some odd reason the arms won't work when all the bone names are correct in the .py file. these pilots are so problematic.
Source Engine hasn't been really updated in a while now, of course UE3 is going to have more features. I also find it insane, compared to current Source games, playing TitanFall feels like an entirely different engine.
[QUOTE=krailyx;44249735]apparently the hands are not actually connected to the forearm, so when rotated they'll just 'pop' out of the sleeve. interesting.
also almost done with an IK rig but for some odd reason the arms won't work when all the bone names are correct in the .py file. these pilots are so problematic.[/QUOTE]
Out of simple curiosity, will male and female pilots be included?
[QUOTE=Ophuis;44251138]Out of simple curiosity, will male and female pilots be included?[/QUOTE]
all the formality to reduce irritation is redundant :V
first things first these detached hands need to be fixed and I have no idea how to do that.
[editline]15th March 2014[/editline]
other than the issue at 'hand' (i'll see myself out), these guys are almost there.
ty ogg vorbis for the titan.
[t]http://puu.sh/7x8Aq.png[/t]
[QUOTE=krailyx;44249735]apparently the hands are not actually connected to the forearm, so when rotated they'll just 'pop' out of the sleeve. interesting.
[t]http://puu.sh/7wWCV.jpg[/t]
[t]http://puu.sh/7wWBb.jpg[/t][/QUOTE]
Isn't this used for ogre execution? It rips the hands off.
[QUOTE=Drury;44253172]Isn't this used for ogre execution? It rips the hands off.[/QUOTE]
that's a pilot
LZTYBRN - can u rip the R-101C Carbine, and send it to me with textures?
[QUOTE=Drury;44253172]Isn't this used for ogre execution? It rips the hands off.[/QUOTE]
Not on Pilots it's not the ogre can't rip off pilot hands and throw them back at said pilot LOL
[QUOTE=Abdul1;44253526]LZTYBRN - can u rip the R-101C Carbine, and send it to me with textures?[/QUOTE]
no
[QUOTE=LZTYBRN;44263667]no[/QUOTE]
i dont see the harm of doing it but anyway
do u need the game running to rip the models from the game or can u do it without the game running?
[QUOTE=Abdul1;44264159]i dont see the harm of doing it but anyway
do u need the game running to rip the models from the game or can u do it without the game running?[/QUOTE]
i just dont want to
and no you dont need the game running
[QUOTE=LZTYBRN;44264548]i just dont want to
and no you dont need the game running[/QUOTE]
ok
How would I import to 3ds max? I've tried looking around..
[QUOTE=MindLess Ghos;44270703]How would I import to 3ds max? I've tried looking around..[/QUOTE]
import .smd files with [URL="http://www.wunderboy.org/apps/smdimport.php"]this[/URL]
basically just decompile the models from the titanfall .vpk's and import the .smd files you get out of it.
[QUOTE=krailyx;44271018]import .smd files with [URL="http://www.wunderboy.org/apps/smdimport.php"]this[/URL]
basically just decompile the models from the titanfall .vpk's and import the .smd files you get out of it.[/QUOTE]
My 3ds max won't accept that plugin.. And I don't have any SMD files..
[QUOTE=MindLess Ghos;44271113]My 3ds max won't accept that plugin.. And I don't have any SMD files..[/QUOTE]
You know, it might be more helpful if you actually tell us what version of 3DS Max you're using.
[QUOTE=Katra804;44271184]You know, it might be more helpful if you actually tell us what version of 3DS Max you're using.[/QUOTE]
2013.
ok got that now.. Now how do I get the SMD files? I never used this kinda stuff before. I usually just mod GTA and a few other games. This stuff is completely new to me.
[QUOTE=MindLess Ghos;44271414]ok got that now.. Now how do I get the SMD files? I never used this kinda stuff before. I usually just mod GTA and a few other games. This stuff is completely new to me.[/QUOTE]
Use something like Studio Compiler or Crowbar to decompile the .MDL file of choice.
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